248,639 Commits over 3,928 Days - 2.64cph!
Big chunk of editor cleanup and refactoring mostly around asset list generaton, tab refresh and creation
Material organisation in Resources
updated male heads with new eyes
updated icons
added LOD's to crossbow
added worldmodel for crossbow
Changed how items are loaded (loadtime test)
crossbow third person LOD's + worldmodel
Fixed floaty airfield boxes and missing crates
Override player aim with where their gun is pointed at (sadly disables headlook networking for now)
Fixed that the holdtype in PlayerModel never switched to the gun holdtype because it was checking a deprecated string field
Fixed male player heads not changing
texture sizes, missing meta files
Tagged hits in controller and added check in script
updated player skin 1 head with new eyes and materials
Fix for selecting incorrect backhand
Fix compile error because UnityEditor directive in GameManager (ty resharper)
Removed some kinda pointless special handling for quitting the game in the editor.
Fixed item filesystem warnings in editor
Making high wall admin only until I decide how to play it
Pumpjack and Quarry sound tweaks
Quick first pass at crossbow sounds
fixed nobuild zone size on furnace & refinery
lowered valid placement angle
Make sure pumpjack arm has AnimationEvents
fixed pumpjack not having a nobuild zone
Pumpjack and Refinery sounds
small amount of oil available everywhere
lowgrade fuel default blueprint again, oops
metal facemask & torso now take high quality metal to craft
fixed missing icons for on/off on refinery
merge into main, buckle the f up
fixed bug with oil deposits not showing & quarries extracting oil (lol)
manifest, loottables, phrases
merge from main.. somehow without conflicts
pre-merge commit
added oil refinery
added oil pumpjack
added high quality ore
!all hardcore weapons use high quality ore now
crossbow fires arrows 20% faster
A whole bunch of sound tweaks
Better handling of entity destruction (GameManager does it)
Fixed effects not applying "bug" (Action.Start() was returning if SmartObject property was null, falsly assuming that all Actions required an SO.. my fault!)